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"for all Doom related discussion"

Bought Doom 3 BFG Edition when it was on sale, just so I could play the Lost Missions.

For 5e it was worth it. Lasts about 2-3hours, it has a SSG (which afaik is new) which is very rewarding up close. I felt like the new enemies were not used well enough though, I felt like I barely saw them. Same thing with the final boss, which went down so fast using the BFG he barely attacked twice...

The Hell part is really well done, and in many ways reminded me of Doom 2016

https://i.imgur.com/tQkrCkj.jpg

https://i.imgur.com/GAy9pwH.jpg

I played on Hard and supplies balance was ridiculous though. I was swimming in full ammo for most of the game...

Surpringsly BFG Edition comes with Ressurection of Evil as well, even though it's mentionned nowhere on the store page... so I'm going to replay that as well since I thought that was the best thing about Doom3.

Finally got around to playing Nerve's No Rest for the Living episode yesterday. The challenge was fairly easy on the UV difficulty, which I guess was alleviated a bit by managing to find every secret throughout (spurred on by all the fun I had hunting for secrets in Ion Maiden!). It took me close to 4.5 hours to complete it which included the secret level as well. I found it pretty enjoyable throughout. I also just finished playing through Romero's E1M4 and E1M8 remakes, which were a bit more challenging due to the tighter environments and enemy placement. I found all the secrets on E1M4, but I missed out on 3 of them for E1M8. I liked the cracks on the floors signifying Hell beginning to leak through, and I thought the visual design of the Bruiser Brothers room at the end of the level was awesome. All in all these were both quite fun as well.

Finally got around to playing Nerve's No Rest for the Living episode yesterday. The challenge was fairly easy on the UV difficulty, which I guess was alleviated a bit by managing to find every secret throughout (spurred on by all the fun I had hunting for secrets in Ion Maiden!). It took me close to 4.5 hours to complete it which included the secret level as well. I found it pretty enjoyable throughout. I also just finished playing through Romero's E1M4 and E1M8 remakes, which were a bit more challenging due to the tighter environments and enemy placement. I found all the secrets on E1M4, but I missed out on 3 of them for E1M8. I liked the cracks on the floors signifying Hell beginning to leak through, and I thought the visual design of the Bruiser Brothers room at the end of the level was awesome. All in all these were both quite fun as well.

The new Romero levels are indeed very good. It's a shame he didn't make more maps in Doom 2.

We went with a plane system in the end. Many thanks to Vierdo for help with the shader set-up!

Here is a preview of the Spider Mastermind. We weren't happy with the chassis design so it's been updated.
https://i.imgur.com/RwWFqSk.jpg

Will you guys be redoing any level geometry? They look really nice but doom's levels are simpler than quake and without some level design changes it would look odd (Might be able to get away with sticking models over level geometry to do a quick fix instead of editing every layout)

The new Romero levels are indeed very good. It's a shame he didn't make more maps in Doom 2.

Or he stopped mapping after these new levels. An entire new Romero episode with levels like The Living End or Against Thee Wickedly (but with pistol start in mind, which was clearly a problem in his old maps) would be as awesome as a new Blum made Duke episode. I love both levels, especially E1M4b, I don't know why, that map is so pretty and feelgood in atmosphere.

I understand what you are saying, but we don't have any plans to alter the level geometry. There are plans for when the new level renderer is rolled out that models can be used for wall decorations. We may make a few of them, but we have no plans to alter the levels themselves.

Still very WIP, Not all animations are ready yet. This is just a test, but we thought we'd share it.

Skyjake, one of the Doomsday coders, has announced that PBR textures will be coming to Doomsday for both models and wall textures, so the walls will get some next-gen love too! Apart from shiny new wall textures, the models will now fit in a lot better.

It's technically accurate to the sprite and title screen, though they colored it fleshy with the red "tube" accents to avoid the cyber-diaper look.

Love both models there, TM. As always you are a masterclass of modeling. You really did capture the feel of the original sprites in HD.

They're let down by only one thing and it's my only real critique. It's the animation. Again it's more of a limitation of the sprite->model situation. If those were to be plugged into an engine, or even just a gameplay mod with clean code that was written to animate a 3D model properly, it would look much better.

I was digging through the Doom (2016) files out of curiosity for the music tracks (of which there a LOT of), and one that started playing sounded quite familiar, at which point I thought to myself 'hey, isn't that the track from Silence of the Lambs?' (you know the SCENE I'm talking about), and sure enough it was. Turns out it had been discovered a while ago (I don't remember if it had ever been mentioned in one of the threads here before), and according to this twitter post Mick Gordon didn't seem to know anything about it. Obviously someone over at id had a sense of humour in leaving it buried in there, and it was so not what I was expecting to find! It makes me wonder what else could be hidden away. Anyway, I thought you guys might have found it amusing! :D

They're let down by only one thing and it's my only real critique. It's the animation. Again it's more of a limitation of the sprite->model situation. If those were to be plugged into an engine, or even just a gameplay mod with clean code that was written to animate a 3D model properly, it would look much better.

Is there any port of Doom that has that capability? It's a slippery slope that leads from HD pack to modern remake.

The animations are just one-to-one replacements of the sprite animations, so no matter how well done they are on the model, you are still stuck with one walking animation, one shooting animation, and one dying animation. The more detailed the model looks, the bigger the valley gets between what you would expect from the model in a modern game and what will be delivered in an HD pack for an old game. To compound this, the behavior of the characters is still identical (or nearly identical) to the game when it shipped. When an 8-bit sprite with fake 3D suddenly turns at the edge of its sector, it looks fine to us. But when a nice looking model does this, spinning around like a toy action figure being held by a kid, it looks silly (even when model rotation smoothing has been hacked in). The only way you're going to get it to look decent is with re-written AI and more available animations. Correct me if I'm wrong, but I don't think that Doom ports allow that.